Andoran Cavalier

Apollyanna Lapin Sukino's page

892 posts. Organized Play character for Great Green God.


Full Name

Apollyanna Sukino

Race

Human Female

Classes/Levels

Paladin of Shelyn 5 | hp 48 | AC 21 T 11 FF 20 | CMD 19 | F +10 R +6 W +8 | Spd 30' | Init +1 | Diplo +10, HAnim +10, KnNob +5, KnPla +6, KnRel +5, Perc -2, Ride +6, SensM -2 | smite 2/2 | lay hands 6/6 | wand clw 39/50 |

Size

Medium

Age

16

Special Abilities

channel positive energy (3d6, DC 16) detect evil, smite evil (2/day, +4 to hit and AC, +5 damage)

Alignment

LG

Deity

Shelyn

Location

Oppara, Taldor

Languages

Common

Occupation

Senior Squire 3rd class

Homepage URL

Strawberry Fashion, Apollyanna's valiant steed as seen at the Battle of Raspberry Popart Salad

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 7
Charisma 18

About Apollyanna Lapin Sukino

♬ Theme ♬

Apollyanna Lapin Sukino of Oppara is at age 16 a Senior squire (3rd class) in service of the Eternal Maiden, Shelyn. When she's not training she enjoys goofing off with her friends, eating junk food, and reading trashy picture novels about fictional knights and paladins. While Apollyanna possesses many qualities unbecoming a paladin (she is lazy, clumsy, flighty, gluttonous, and often apathetic), but her heart and soul are pure, and her loyalty to her friends is unshakable.

She lives in the Grand Lodge dorm, sharing quarters with lodge librarian Gwendolyn Ouroboros and her ornery owl familiar Hera, whom Apollyanna helped to pick out.

Apollyanna stands 5'4" tall has chestnut-colored hair, blue eyes and a lanky physique she has not yet grown into, making her seem at times awkward.

Before rushing in to smite a foe Apollyanna often stops to make a small inspiring speech. The following are the most common.

"I am the Pretty Knight in Mail, Guardian of Love and Justice, Apollyanna Sukino! In the name of the Eternal Maiden, I will punish you!" ~Apollyanna Sukino

"I am Apollyanna Sukino, champion of justice! On behalf of the Eternal Maiden, I will right wrongs and triumph over evil, and that means you!" ~Apollyanna Sukino

"I am Apollyanna Sukino! I stand for love. And I also stand for justice. And in the name of the Eternal Maiden, I will punish you!" ~Apollyanna Sukino

(Example of style, and again, and yet again.)

Paladin's Oath

  • I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.

  • I never strike first, unless it is the only way to protect the innocent.

  • I accept surrender if my opponent can be redeemed and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them.

  • I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.

  • I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.

  • I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened.

  • I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.

Apollyanna Sukino -CORE-
Female human paladin 5
LG Medium humanoid (human)
Init +1; Senses Perception -2
Aura courage (10 ft.)
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 48 (5d10+14)
Fort +10, Ref +6, Will +8
Immune disease, fear
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Offense
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Speed 30 ft.
Melee +1 mithral longsword +10 (1d8+4/19-20) or
___ mwk cold iron longsword +10 (1d8+3/19-20) or
___ unarmed strike +8 (1d3+3 nonlethal)
Ranged sling +6 (1d4+3)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
__ At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +6)
__ 1st—protection from evil, lesser restoration
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 7, Cha 18
Base Atk +5; CMB +8; CMD 19
Feats Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword)
Traits armor expert, scholar of the great beyond
Skills Acrobatics +1, Diplomacy +10, Handle Animal +10, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +5, Ride +6; Armor Check Penalty +0
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (2d6), mercy (sickened)
Combat Gear wand of cure light wounds (command phrase "Moon Healing Escalation!"), holy water (3); Other Gear +1 mithral breastplate, +1 buckler, +1 mithral longsword, mwk cold iron longsword, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, hooded lantern, silver holy symbol of Shelyn, trail rations (4), waterskin, whetstone, 763 gp, 2 sp, 8 cp

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Mission Gear

Tracked Resources
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Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) - 1/1
Holy water - 3/3
Lay on Hands (2d6 hit points, 6/day) (Su) - 6/6
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) - 3/3
Sling bullets - 10/10
Smite Evil (2/day) (Su) - 2/2
Trail rations - 4/4
Wand of cure light wounds - 50/50
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Special Abilities
—————
Armor Expert -1 Armor check penalty.
Aura of Courage (Su) Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Back to the Grave While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet. (Risen from the Sands)
Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). (The Confirmation)
Defender of Nerosyan (Overwhelming Victory) The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts. (Siege of the Diamond City)
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Health (Ex) a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. (The Confirmation)
Formidable Renown Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action. (Race for the Runecarved Key)
Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. (The Confirmation)
Frozen Fortitude Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points. (Solstice Scar B)
Grace of Minatan Heroes You’ve earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle sheet to gain the effects of greater magic fang or greater magic weapon (CL = your total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective caster level. (To Seal the Shadow)
History of the Sands Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet. (Risen from the Sands)
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
☐ ☐ Inahiyi’s Gratitude By participating in the ritual of Inahiyi, you’ve become intertwined in the wayang’s connection to the Shadow Plane. You may, as an immediate action, check a box that precedes this boon to treat positive and negative energy effects as though you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts 1 minute once activated.If you are a wayang, your mastery over shadow is such that when you use your light and dark racial ability, you can check both boxes that precede this boon. When you do so, you allow both positive and negative energy to heal you, though this benefit lasts for only 5 rounds. (To Seal the Shadow)
Inner Struggle Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes. (Between the Lines)
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magnimarian Debt The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet. (Race for the Runecarved Key)
Martyr’s Shard 2 The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level. (Solstice Scar B)
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mythic Legacy Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet. (Destiny of the Sands, Part 3)
☐ ☐ Pathfinder’s Excellence (Combat) Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet. (Siege of Serpents)
☐ ☐ Pathfinder’s Excellence (Resilience) As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet. (Siege of Serpents)
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scholar of the Great Beyond You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge (planes)) is always a class skill for you.
Siege–Hardened You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll. (Siege of the Diamond City)
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
A paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Triumph Over Scales You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack. (Solstice Scar B)

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Player Great Green God
Character Apollyanna Lapin Sukino
PFS # 139009-40
Faction Silver Crusade
Day Job N/A

Melodies of Inner Beauty is the holy text of the church of Shelyn. It contains the history of the goddess, including her family, though drawing a veil over the nastier elements about Zon-Kuthon. It tells stories about Shelyn and discusses her church's dogma. Music is used throughout as many of the tales are set as songs and hymns. Other artistic ways of interpreting the words are also utilized, such as dance and poetry. Other divinely inspired works also exist, some going into more detail about Dou-Bral and Zon-Kuthon.

Holidays
The church of Shelyn celebrates Crystalhue at the winter solstice.

Image Andoran Cavalier

Mythic Apollyanna:
Mythic Pathfinder
You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain the following abilities for the duration of the scenario. Alternatively, as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.
Mythic You are considered a mythic creature, which may affect how some spells and abilities affect you.
Ability Score Increase an ability score of your choice by 2.
Exceptional Deeds You gain two special abilities from the Mythic Power 2 Chronicle sheet see below.
Hit Points You gain 12 hit points.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have nine uses of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Recuperation (Ex) You are restored to full hit points after 8 hours of rest as long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Exceptional Deeds You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sanctum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.
Absorb Blow As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Beast’s Fury As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Legendary Magic As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Rally As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Surprise Strike As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.

Use the following when channeling positive energy against undead with certain gnome clerics:

"Now together, Leena! RAINBOW DOUBLE MOON HEARTACHE!!"

[dice=Channel positive energy v undead (Will DC 16)]3d6[/dice]